Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add dyCuong03/unity-agent-team --skill qa-validationgit clone --depth 1 https://github.com/dyCuong03/unity-agent-teamWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/dycuong03/unity-agent-team/qa-validation)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/qa-validation"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/qa-validation/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/qa-validation"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/qa-validation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00045 | $0.01227 |
| Opus 5.5 | $0.00018 | $0.00491 |
| Sonnet 5.5 | $0.00009 | $0.00245 |
| Haiku 4.5 | $0.00005 | $0.00123 |
Grade A, and why
qa-validation scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 122 lines — stays where its author put it; the contents beside it link to each section on GitHub.
QA Validation — Unity DOTS
When validating Unity DOTS features, prove correctness with evidence, not intuition. See @.claude/docs/mcp-integration.md for ai-game-developer and agentmemory tool usage.
MANDATORY contract: every verification run by the
testerorverifieragent MUST satisfy the Tester Runtime + Static Verification Contract. Read@.claude/skills/qa-validation/verification-contract.mdbefore producingworkspace/verification_result.json. Both layers (static + runtime) are required unless explicitly impossible per §7 of the contract.
Core Principles
- Test correctness, edge cases, failure modes, scale limits.
- Verify baker output, component state transitions, system ordering, entity lifecycle.
- Add stress scenarios for high entity counts, bursty spawn/despawn, and structural changes.
- Check regression risk after every fix — every defect becomes a regression test.
- Prefer reproducible setups, measurable evidence, concise failure reports.
- Use
mcp__ai-game-developer__tests-runandconsole-get-logsas primary evidence — not assertion in chat.
Test Layers
| Layer | Tool | When |
|---|---|---|
| EditMode unit | [Test] in Tests/EditMode |
Pure logic, baker output, blob construction |
| EditMode integration | [Test] with World.Default |
System interaction, ECB playback, query results |
| PlayMode | [UnityTest] in Tests/PlayMode |
Multi-frame behavior, gameplay scenarios |
| Stress | Custom scenes + [UnityTest] |
10k–100k entity scaling, churn, performance |
ECS Test Patterns
Pure system test
[Test]
public void HealthSystem_AppliesDamage_ReducesHP() {
using var world = new World("test");
// arrange: create entity with HealthComponent
// act: world.Update<HealthSystem>()
// assert: query HealthComponent.Value
}
Baker test
[Test]
public void HealthAuthoring_BakesTo_HealthComponent() {
var go = new GameObject();
go.AddComponent<HealthAuthoring>();
// Use BakingUtility or manual bake via test world
// assert baker output
}
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 122 lines · 45 tokens per session scan A 58788fc2be20
qa-validation is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 45 tokens to every session and 1,227 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-02.
Other skills, from other repositories
regression-suite
Map test coverage to GDD critical paths, find fixed bugs lacking regression tests, flag drift from new features.
soak-test
Soak test protocol for extended play — what to observe and log for slow leaks, fatigue, late-appearing edge cases.
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
team-polish
Orchestrate the polish team — performance-analyst, technical-artist, sound-designer, qa-tester — to optimize and harden a feature or area.
smoke-check
Critical-path smoke gate before QA hand-off — runs the automated suite. A failed check means the build is not QA-ready.
develop-web-game
Use when Codex is building or iterating on a web game (HTML/JS) and needs a reliable development + testing loop: implement small changes, run a Playwright-based test script with short input bursts and intentional pauses, inspect screenshots/text, and review console errors with rendergametotext.